Robin wrote:scutheotaku wrote:2. to prevent direct clones: clones are a bigger issue than ever in the indie game dev world. And by clones being an issue I'm not referring to people making friendly tributes and such - I'm referring to people essentially stealing an entire game, reskinning it, and then releasing it as their own (oftentimes for profit). If you have a popular game (especially one you are giving away for free), it will probably happen. Having the code completely open and easily-accessible just makes it ridiculously easy for people to literally steal your game - for many, this doesn't matter; for others, this really does.
This is both plagiarism as well as copyright infringement. I think it would be more productive to focus on legislation or codes of conduct and making them enforceable, rather than technical tricks that are nothing more than an inconvenience to the plagiarists. Gaming is not the only field that has to deal with plagiarism, it might be a good idea how other fields handle it.
scutheotaku wrote:they are concerns of many people,
Which people? Most I've seen here is "I wanna make an MMORPG and oh yeah, I'd like to make sure no-one steals my über-l33t codes", which isn't worth catering to. If there are lots of people actually making and selling games that pass over LÖVE because of this, that would be a different story.
scutheotaku wrote:Also, as far as the "somebody can break it so why bother" mentality - I just don't agree with that.
Neither do I. Like I said before, it's about the trade-off, and my claim is that it would be like spending a dollar to save a penny.
Yeah, you're correct that it is plagiarism and copyright infringement. The problem is, most devs who give their games away for free, not to mention most indie devs who sell their games, don't have the money or resources to bring people to court over things like this. The only way this would be worth it is if the plagiarizer is making a lot of money off of your idea, but in that case the plagiarizer can probably afford to hire a lawyer who will drag things out and cost you an arm and a leg. It's just like copyright infringement in regards to music: the little guy can almost never touch the big guy (one notable and infamous example:
http://en.wikipedia.org/wiki/Timbaland_ ... ontroversy ).
As far as which people are concerned about this...well, first of all, the O/P, who AFAIK has not mentioned any intention to make an MMORPG or anything like that. Aside from that and the starters of a few other similar threads, outside of my own experiences I have little proof that these "people" exist. I have personally recommended LOVE to 4 dev friends (2 of whom work together). All 4 loved LOVE, but 3 of them discounted using it seriously when they became aware of complete lack of game obfuscation* (2 of them are working on a commercial project, so this was of special concern to them). The fourth is using LOVE, but, for similar reasons, only for prototyping and small games. Also, considering how often this issue comes up here and on other frameworks'/engines' forums, it would be no surprise if there are SEVERAL people who were interested in LOVE but were turned off by this. After all, not every user or potential user takes the time to join the forums and ask about it.
*I'm not saying that I agree with them on this! I don't, really. I'm just stating their opinions
With a LuaJIT version of LOVE, this would actually be fairly easy, as (like I mentioned before) it has methods to generate fully portable bytecode from Lua scripts. You could even have a batch file or something similar that would generate compiled versions of all lua files in a directory, much like the Torque engines have for compiling projects' TorqueScript files.
And, in case you're skeptical of this method, Polycode, another Lua framework, uses this method exactly (as I guessed a post or two back). I recently asked Ivan of Polycode about Lua script obfuscation, and here was his response:
https://twitter.com/ivansafrin/status/3 ... 5702214656
While I'm not sure that LOVE would want to go to LuaJIT "full-time" (though, by what I know, this would have very few disadvantages, hence why some of the other Lua frameworks are changing over to that), this seems like it would be a great way to go since it would be completely optional and would not affect those who did not want to obfuscate their Lua scripts. I think that it would also be fairly trivial to implement, though I may be wrong on that. Actually, would this be supported by the LuaJIT versions of LOVE currently?